Merge pull request #2015 from Neerti/12/16/2015_newwizard

Dry-dock phase for Technomancer
This commit is contained in:
Yoshax
2016-07-10 03:43:35 +01:00
committed by GitHub
122 changed files with 8414 additions and 2989 deletions
@@ -341,6 +341,8 @@
var/obj/item/organ/external/affected_organ = get_organ(check_zone(def_zone))
var/siemens_coeff = base_siemens_coeff * get_siemens_coefficient_organ(affected_organ)
if(fire_stacks < 0) // Water makes you more conductive.
siemens_coeff *= 1.5
return ..(shock_damage, source, siemens_coeff, def_zone)
@@ -40,6 +40,8 @@ emp_act
/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone)
var/obj/item/organ/external/affected = get_organ(check_zone(def_zone))
var/siemens_coeff = get_siemens_coefficient_organ(affected)
if(fire_stacks < 0) // Water makes you more conductive.
siemens_coeff *= 1.5
stun_amount *= siemens_coeff
agony_amount *= siemens_coeff
@@ -10,8 +10,11 @@
if(embedded_flag)
handle_embedded_objects() //Moving with objects stuck in you can cause bad times.
if(force_max_speed)
return -3 // Returning -1 will actually result in a slowdown for Teshari.
if(CE_SPEEDBOOST in chem_effects)
return -1
return -3
var/health_deficiency = (maxHealth - health)
if(health_deficiency >= 40) tally += (health_deficiency / 25)
@@ -44,3 +44,6 @@
var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
var/lastpuke = 0
var/evasion = 0 // Makes attacks harder to land. Each number equals 15% more likely to miss. Negative numbers increase hit chance.
var/force_max_speed = 0 // If 1, the mob runs extremely fast and cannot be slowed.
@@ -126,6 +126,7 @@
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1 // complete projectile permutation
@@ -155,7 +155,7 @@
eject_brain()
death()
/mob/living/simple_animal/spiderbot/proc/update_icon()
/mob/living/simple_animal/spiderbot/update_icon()
if(mmi)
if(positronic)
icon_state = "spiderbot-chassis-posi"
@@ -81,6 +81,7 @@
var/destroy_surroundings = 0
var/shuttletarget = null
var/enroute = 0
var/ai_inactive = 0 // Set to 1 to turn off most AI actions in Life()
var/list/resistances = list(
HALLOSS = 0,
@@ -135,7 +136,7 @@
handle_supernatural()
//Movement
if(!client && !stop_automated_movement && wander && !anchored)
if(!client && !stop_automated_movement && wander && !anchored && !ai_inactive)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
@@ -235,7 +236,7 @@
adjustBruteLoss(unsuitable_atoms_damage)
//Hostility
if(!stat && !client && hostile)
if(!stat && !client && hostile && !ai_inactive)
switch(stance)
if(STANCE_IDLE)
target_mob = FindTarget()
@@ -123,7 +123,7 @@
return
proc/update_icon() //only for the sake of consistency with the other update icon procs
update_icon() //only for the sake of consistency with the other update icon procs
if(stat == CONSCIOUS || stat == UNCONSCIOUS)
if(previous) //midsection
icon_state = "spaceworm[get_dir(src,previous) | get_dir(src,next)]" //see 3 lines below
+3
View File
@@ -31,9 +31,12 @@
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
var/obj/screen/ling/chems/ling_chem_display = null
var/obj/screen/wizard/energy/wiz_energy_display = null
var/obj/screen/wizard/instability/wiz_instability_display = null
//spells hud icons - this interacts with add_spell and remove_spell
var/list/obj/screen/movable/spell_master/spell_masters = null
var/obj/screen/movable/ability_master/ability_master = null
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.